67 lines
2.1 KiB
PostScript
67 lines
2.1 KiB
PostScript
#include "common.h"
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#include "shared\waterconfig.h"
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struct v2p
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{
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float2 tbase : TEXCOORD0;
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float2 tdist0 : TEXCOORD1;
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float2 tdist1 : TEXCOORD2;
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#ifdef USE_SOFT_WATER
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#ifdef NEED_SOFT_WATER
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float4 tctexgen: TEXCOORD3;
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#endif // USE_SOFT_WATER
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#endif // NEED_SOFT_WATER
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float4 hpos : SV_Position;
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};
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Texture2D s_distort;
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#define POWER .5h
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//////////////////////////////////////////////////////////////////////////////////////////
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// Pixel
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float4 main( v2p I ) : SV_Target
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{
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// float4 t_base = tex2D( s_base, I.tbase );
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float4 t_base = s_base.Sample( smp_base, I.tbase );
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// float2 t_d0 = tex2D( s_distort, I.tdist0 );
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// float2 t_d1 = tex2D( s_distort, I.tdist1 );
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float2 t_d0 = s_distort.Sample( smp_base, I.tdist0 );
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float2 t_d1 = s_distort.Sample( smp_base, I.tdist1 );
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float2 distort = (t_d0+t_d1)*0.5; // average
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float2 zero = float2( 0.5, 0.5 );
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float2 faded = lerp( distort, zero, t_base.a );
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// Igor: additional depth test
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#ifdef USE_SOFT_WATER
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#ifdef NEED_SOFT_WATER
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float alphaDistort;
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// float4 _P = tex2Dproj (s_position, I.tctexgen);
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float2 PosTc = I.tctexgen.xy/I.tctexgen.z;
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#ifdef GBUFFER_OPTIMIZATION
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gbuffer_data gbd = gbuffer_load_data( PosTc, I.hpos );
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#else
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gbuffer_data gbd = gbuffer_load_data( PosTc );
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#endif
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//float4 _P = s_position.Sample( smp_nofilter, PosTc);
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float4 _P = float4( gbd.P, gbd.mtl );
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float waterDepth = _P.z-I.tctexgen.z;
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alphaDistort = saturate(5*waterDepth);
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faded = lerp ( zero, faded, alphaDistort);
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#endif // NEED_SOFT_WATER
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#endif // USE_SOFT_WATER & NEED_SOFT_WATER
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float2 faded_bx2 = (faded*2-1)*W_DISTORT_POWER;
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float faded_dot = dot (float3(faded_bx2,0),.75 ); //0.75
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float alpha = .5f ; //abs (faded_dot);
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faded = faded*POWER - .5*POWER + 0.5 ;
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// out
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// Igor: need for alpha water
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#ifdef NEED_SOFT_WATER
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return float4( faded, 0.0h, alpha );
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#else // NEED_SOFT_WATER
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return float4( faded, .08h, alpha );
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#endif // NEED_SOFT_WATER
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}
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